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  <center><h1><img alt="Mednafen" src="mednafen.png" width="696" height="204" /></h1></center>
  <center><h1>Virtual Boy Documentation</h1></center>
  <center><i>Last updated November 11, 2010<br />Valid as of 0.9.15-WIP</i></center>
 <p>
 <b>Table of Contents:</b>
 <ul><li /><a href="#intro">Introduction</a><ul></ul><li /><a href="#settings">Settings Reference</a><ul></ul></ul></p><hr width="100%" />
<a name="intro"><h2>Introduction</h2></a><p>
<p>
Virtual Boy ROM images must each have an extension of ".vb" or ".vboy" to be recognized as such.  Mednafen versions prior to 0.9.13 allowed ".bin" as well, but this conflicts with the Sega Megadrive emulation module.
</p>

<p>
Due to how the left+right views are transformed into a single image, enabling most of the image filter effects(bilinear interpolation, OpenGL pixel shaders, special scalers, etc.) is not recommended.  However, they will work properly with the "cscope" and "sidebyside" 3D modes, and may work tolerably with the "anaglyph" 3D mode.  This limitation may be corrected in the future by refactoring the 3D mode mixing out to the driver side, post individual filtering for each left/right view; however, this would significantly negatively impact performance.
</p>

<p>
To use the "hli" mode with a "Line Interlaced 3D" monitor, you'll want to set "vb.yscale(fs)" to 1, "vb.liprescale" appropriately, and "vb.xscale(fs)" to 2 multiplied by the value of "vb.liprescale".
</p>

<p>
<b>NOTE:</b> The "hli" and "vli" modes will not work properly in windowed video output mode; you may need to adjust the window's position to get the lines to line up correctly for the 3D effect to work.
</p>

</p><hr width="100%">
<a name="settings"><h2>Settings Reference</h2></a><p><p><table border><tr class="TableHeader"><th>Setting:</th><th>Value Type:</th><th>Possible Values:</th><th>Default Value:</th><th>Description:</th></tr><tr class="RowA"><td class="ColA"><a name="vb.3dmode">vb.3dmode</a></td><td class="ColB">enum</td><td class="ColC">anaglyph<br />cscope<br />sidebyside<br />vli<br />hli</td><td class="ColD">anaglyph</td><td class="ColE">3D mode.<p></p><ul><li><b>anaglyph</b> - Anaglyph<br>Used in conjuction with classic dual-lens-color glasses.</li><br /><li><b>cscope</b> - CyberScope<br>Intended for use with the CyberScope 3D device.</li><br /><li><b>sidebyside</b> - Side-by-Side<br>The left-eye image is displayed on the left, and the right-eye image is displayed on the right.</li><br /><li><b>vli</b> - Vertical Line Interlaced<br>Vertical lines alternate between left view and right view.</li><br /><li><b>hli</b> - Horizontal Line Interlaced<br>Horizontal lines alternate between left view and right view.</li></ul></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA"><a name="vb.3dreverse">vb.3dreverse</a></td><td class="ColB">boolean</td><td class="ColC">0<br>1</td><td class="ColD">0</td><td class="ColE">Reverse left/right 3D views.<p></p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA"><a name="vb.allow_draw_skip"><b>vb.allow_draw_skip</b></a></td><td class="ColB">boolean</td><td class="ColC">0<br>1</td><td class="ColD">0</td><td class="ColE">Allow draw skipping.<p>If vb.instant_display_hack is set to "1", and this setting is set to "1", then frame-skipping the drawing to the emulated framebuffer will be allowed.  THIS WILL CAUSE GRAPHICAL GLITCHES, AND THEORETICALLY(but unlikely) GAME CRASHES, ESPECIALLY WITH DIRECT FRAMEBUFFER DRAWING GAMES.</p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA"><a name="vb.anaglyph.lcolor">vb.anaglyph.lcolor</a></td><td class="ColB">integer</td><td class="ColC">0x000000 <i>through</i> 0xFFFFFF</td><td class="ColD">0xffba00</td><td class="ColE">Anaglyph maximum-brightness color for left view.<p></p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA"><a name="vb.anaglyph.preset">vb.anaglyph.preset</a></td><td class="ColB">enum</td><td class="ColC">disabled<br />red_blue<br />red_cyan<br />red_electriccyan<br />red_green<br />green_magenta<br />yellow_blue</td><td class="ColD">red_blue</td><td class="ColE">Anaglyph preset colors.<p></p><ul><li><b>disabled</b> - Disabled<br>Forces usage of custom anaglyph colors.</li><br /><li><b>red_blue</b> - Red/Blue<br>Classic red/blue anaglyph.</li><br /><li><b>red_cyan</b> - Red/Cyan<br>Improved quality red/cyan anaglyph.</li><br /><li><b>red_electriccyan</b> - Red/Electric Cyan<br>Alternate version of red/cyan</li><br /><li><b>red_green</b> - Red/Green<br></li><br /><li><b>green_magenta</b> - Green/Magenta<br></li><br /><li><b>yellow_blue</b> - Yellow/Blue<br></li></ul></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA"><a name="vb.anaglyph.rcolor">vb.anaglyph.rcolor</a></td><td class="ColB">integer</td><td class="ColC">0x000000 <i>through</i> 0xFFFFFF</td><td class="ColD">0x00baff</td><td class="ColE">Anaglyph maximum-brightness color for right view.<p></p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA"><a name="vb.cpu_emulation"><b>vb.cpu_emulation</b></a></td><td class="ColB">enum</td><td class="ColC">fast<br />accurate</td><td class="ColD">fast</td><td class="ColE">CPU emulation mode.<p></p><ul><li><b>fast</b> - Fast Mode<br>Fast mode trades timing accuracy, cache emulation, and executing from hardware registers and RAM not intended for code use for performance.</li><br /><li><b>accurate</b> - Accurate Mode<br>Increased timing accuracy, though not perfect, along with cache emulation, at the cost of decreased performance.  Additionally, even the pipeline isn't correctly and fully emulated in this mode.</li></ul></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA"><a name="vb.default_color">vb.default_color</a></td><td class="ColB">integer</td><td class="ColC">0x000000 <i>through</i> 0xFFFFFF</td><td class="ColD">0xF0F0F0</td><td class="ColE">Default maximum-brightness color to use in non-anaglyph 3D modes.<p></p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA"><a name="vb.disable_parallax"><b>vb.disable_parallax</b></a></td><td class="ColB">boolean</td><td class="ColC">0<br>1</td><td class="ColD">0</td><td class="ColE">Disable parallax for BG and OBJ rendering.<p></p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA"><a name="vb.input.instant_read_hack"><b>vb.input.instant_read_hack</b></a></td><td class="ColB">boolean</td><td class="ColC">0<br>1</td><td class="ColD">1</td><td class="ColE">Input latency reduction hack.<p>Reduces latency in some games by 20ms by returning the current pad state, rather than latched state, on serial port data reads.  This hack may cause some homebrew software to malfunction, but it should be relatively safe for commercial official games.</p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA"><a name="vb.instant_display_hack">vb.instant_display_hack</a></td><td class="ColB">boolean</td><td class="ColC">0<br>1</td><td class="ColD">0</td><td class="ColE">Display latency reduction hack.<p>Reduces latency in games by displaying the framebuffer 20ms earlier.  This hack has some potential of causing graphical glitches, so it is disabled by default.</p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA"><a name="vb.liprescale">vb.liprescale</a></td><td class="ColB">integer</td><td class="ColC">1 <i>through</i> 10</td><td class="ColD">2</td><td class="ColE">Line Interlaced prescale.<p></p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA"><a name="vb.sidebyside.separation">vb.sidebyside.separation</a></td><td class="ColB">integer</td><td class="ColC">0 <i>through</i> 1024</td><td class="ColD">0</td><td class="ColE">Number of pixels to separate L/R views by.<p>This setting refers to pixels before vb.xscale(fs) scaling is taken into consideration.  For example, a value of "100" here will result in a separation of 300 screen pixels if vb.xscale(fs) is set to "3".</p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
</table></p><p><table border><tr class="TableHeader"><th>Setting:</th><th>Value Type:</th><th>Possible Values:</th><th>Default Value:</th><th>Description:</th></tr><tr class="RowA"><td class="ColA"><a name="vb.debugger.disfontsize">vb.debugger.disfontsize</a></td><td class="ColB">enum</td><td class="ColC"></td><td class="ColD">small</td><td class="ColE">Disassembly font size.<p></p><ul></ul></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA"><a name="vb.debugger.memcharenc">vb.debugger.memcharenc</a></td><td class="ColB">string</td><td class="ColC">&nbsp;</td><td class="ColD">shift_jis</td><td class="ColE">Character encoding for the debugger's memory editor.<p></p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA"><a name="vb.enable">vb.enable</a></td><td class="ColB">boolean</td><td class="ColC">0<br>1</td><td class="ColD">1</td><td class="ColE">Enable (automatic) usage of this module.<p></p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA"><a name="vb.forcemono">vb.forcemono</a></td><td class="ColB">boolean</td><td class="ColC">0<br>1</td><td class="ColD">0</td><td class="ColE">Force monophonic sound output.<p></p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA"><a name="vb.pixshader">vb.pixshader</a></td><td class="ColB">enum</td><td class="ColC">none<br />ipxnoty<br />ipynotx<br />ipsharper<br />ipxnotysharper<br />ipynotxsharper<br />scale2x</td><td class="ColD">none</td><td class="ColE">Enable specified OpenGL pixel shader.<p>Obviously, this will only work with the OpenGL "vdriver" setting, and only on cards and OpenGL implementations that support pixel shaders, otherwise you will get a black screen, or Mednafen may display an error message when starting up. Bilinear interpolation is disabled with pixel shaders, and any interpolation, if present, will be noted in the description of each pixel shader.</p><ul><li><b>none</b> - None/Disabled<br></li><br /><li><b>ipxnoty</b> - Linear interpolation on X axis only.<br></li><br /><li><b>ipynotx</b> - Linear interpolation on Y axis only.<br></li><br /><li><b>ipsharper</b> - Sharper bilinear interpolation.<br></li><br /><li><b>ipxnotysharper</b> - Sharper version of "ipxnoty".<br></li><br /><li><b>ipynotxsharper</b> - Sharper version of "ipynotx".<br></li><br /><li><b>scale2x</b> - Scale2x<br></li></ul></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA"><a name="vb.scanlines">vb.scanlines</a></td><td class="ColB">integer</td><td class="ColC">0 <i>through</i> 100</td><td class="ColD">0</td><td class="ColE">Enable scanlines with specified opacity.<p>Opacity is specified in %; IE a value of "100" will give entirely black scanlines.</p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA"><a name="vb.special">vb.special</a></td><td class="ColB">enum</td><td class="ColC">none<br />hq2x<br />hq3x<br />hq4x<br />scale2x<br />scale3x<br />scale4x<br />2xsai<br />super2xsai<br />supereagle<br />nn2x<br />nn3x<br />nn4x<br />nny2x<br />nny3x<br />nny4x</td><td class="ColD">none</td><td class="ColE">Enable specified special video scaler.<p>The destination rectangle is NOT altered by this setting, so if you have xscale and yscale set to "2", and try to use a 3x scaling filter like hq3x, the image is not going to look that great. The nearest-neighbor scalers are intended for use with bilinear interpolation enabled, at high resolutions(such as 1280x1024; nn2x(or nny2x) + bilinear interpolation + fullscreen stretching at this resolution looks quite nice).</p><ul><li><b>none</b> - None/Disabled<br></li><br /><li><b>hq2x</b> - hq2x<br></li><br /><li><b>hq3x</b> - hq3x<br></li><br /><li><b>hq4x</b> - hq4x<br></li><br /><li><b>scale2x</b> - scale2x<br></li><br /><li><b>scale3x</b> - scale3x<br></li><br /><li><b>scale4x</b> - scale4x<br></li><br /><li><b>2xsai</b> - 2xSaI<br></li><br /><li><b>super2xsai</b> - Super 2xSaI<br></li><br /><li><b>supereagle</b> - Super Eagle<br></li><br /><li><b>nn2x</b> - Nearest-neighbor 2x<br></li><br /><li><b>nn3x</b> - Nearest-neighbor 3x<br></li><br /><li><b>nn4x</b> - Nearest-neighbor 4x<br></li><br /><li><b>nny2x</b> - Nearest-neighbor 2x, y axis only<br></li><br /><li><b>nny3x</b> - Nearest-neighbor 3x, y axis only<br></li><br /><li><b>nny4x</b> - Nearest-neighbor 4x, y axis only<br></li></ul></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA"><a name="vb.stretch">vb.stretch</a></td><td class="ColB">enum</td><td class="ColC">0<br />full<br />aspect</td><td class="ColD">0</td><td class="ColE">Stretch to fill screen.<p></p><ul><li><b>0</b> - Disabled<br></li><br /><li><b>full</b> - Full<br>Full-screen stretch, disregarding aspect ratio.</li><br /><li><b>aspect</b> - Aspect Preserve<br>Full-screen stretch as far as the aspect ratio(in this sense, the equivalent xscalefs == yscalefs) can be maintained.</li></ul></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA"><a name="vb.tblur">vb.tblur</a></td><td class="ColB">boolean</td><td class="ColC">0<br>1</td><td class="ColD">0</td><td class="ColE">Enable video temporal blur(50/50 previous/current frame by default).<p></p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA"><a name="vb.tblur.accum">vb.tblur.accum</a></td><td class="ColB">boolean</td><td class="ColC">0<br>1</td><td class="ColD">0</td><td class="ColE">Accumulate color data rather than discarding it.<p></p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA"><a name="vb.tblur.accum.amount">vb.tblur.accum.amount</a></td><td class="ColB">real</td><td class="ColC">0 <i>through</i> 100</td><td class="ColD">50</td><td class="ColE">Blur amount in accumulation mode, specified in percentage of accumulation buffer to mix with the current frame.<p></p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA"><a name="vb.videoip">vb.videoip</a></td><td class="ColB">boolean</td><td class="ColC">0<br>1</td><td class="ColD">0</td><td class="ColE">Enable bilinear interpolation.<p></p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA"><a name="vb.xres">vb.xres</a></td><td class="ColB">integer</td><td class="ColC">64 <i>through</i> 65536</td><td class="ColD">800</td><td class="ColE">Full-screen horizontal resolution.<p></p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA"><a name="vb.xscale">vb.xscale</a></td><td class="ColB">real</td><td class="ColC">0.01 <i>through</i> 256</td><td class="ColD">2.000000</td><td class="ColE">Scaling factor for the X axis.<p></p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA"><a name="vb.xscalefs">vb.xscalefs</a></td><td class="ColB">real</td><td class="ColC">0.01 <i>through</i> 256</td><td class="ColD">2.000000</td><td class="ColE">Scaling factor for the X axis in fullscreen mode.<p></p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA"><a name="vb.yres">vb.yres</a></td><td class="ColB">integer</td><td class="ColC">64 <i>through</i> 65536</td><td class="ColD">600</td><td class="ColE">Full-screen vertical resolution.<p></p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA"><a name="vb.yscale">vb.yscale</a></td><td class="ColB">real</td><td class="ColC">0.01 <i>through</i> 256</td><td class="ColD">2.000000</td><td class="ColE">Scaling factor for the Y axis.<p></p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA"><a name="vb.yscalefs">vb.yscalefs</a></td><td class="ColB">real</td><td class="ColC">0.01 <i>through</i> 256</td><td class="ColD">2.000000</td><td class="ColE">Scaling factor for the Y axis in fullscreen mode.<p></p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
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